From: Joseph.Keller@rossnutrition.com Subject: Sea Devils Errata SEA DEVILS ERRATA Here is a very complete listing of errata for S&T*,s Sea Devils Game. These clarifications and rules changes are official. They come from the Designer himself (Ted Garland), and from the President of Decision Games (Christopher Cummins). Section 1 contains major errata necessary to play the game. Section 2 contains minor errata involving typographical errors and needed clarifications. Much of this is very mundane. Section 3 contains Questions and Answers about the rules and play of the game. Many additions to the rules were included to clarify the situations. Most significant to the play of the game is the answer to my question regarding rule 7.21. Sincerely, Joe Keller SECTION 1: MAJOR ERRATA: The Confederate reinforcements on the Game-Turn Record Track: Ala - C2 - arrives on GT 5 Geoa - C2 - arrives on GT 7 Geo - C2 - arrives on GT 8 Fla Aux - arrives on GT 8 Ala Aux - arrives on GT 9 Louis - C5 - arrives on GT 11 On GTs 7 and 8 - the first letter of the ship name on the Track is a 6, it should be a G. On GT 15 - the Stonewall is abbreviated STOH on the Track, it should be STON. The CPL adjustments on the Game Turn are correct and the Texas, Mississippi, and Louisiana cannot enter the game (which is consistent with the fact that they did not enter the war historically). Confederate Activity Record: Louisiana and Mississippi both appear UNCOMM and have refit periods of 6. The *&Federal Warship Deployment Table*8 missing line for a dieroll of six should be the following: Die Number of Confederate Ships in Play Roll 1 2 3 4+ 1 2 3 4 5 6 0/0/3/0/0 1/0/6/2/9 1/1/5/4/3 0/0/8/3/9 USN ships that are not on the Game Turn Track, but should be are as follows: Alab - arrives GT 2 Octo - arrives GT 3 Tiog - arrives GT 4 F. Jack - arrives GT 5 Nept - arrives GT 10 Wate (P) - arrives GT 11 Pont - arrives GT 12 SECTION 2: CORRECTIONS AND CLARIFICATIONS: Federal Warship Counters: The counter titled *&DNEID*8 should be *&ONEID*8 The counter titled *&S.P.W.*8 should be *&S.D.CU.*8 Game Turn Record Track: Add *&C15 Lost*8 to the Confederate side of the Track on Turn 14 Charts: On the Search Table, the headings of the two rightmost columns under *&Number of Ships Searching*8 are bunched together. The headings of *&4+*8 and *&ECES*8 should be separated. The *&East Coast Emergency Search Table*8 is incorrectly titled *&Federal Warship Deployment Table*8 outside of the table*,s border, but correctly identified inside the border. On the Federal side of the Game Turn Track: On GT 2 - The ship titled WERC should be MERC On GT 2 - The ship titled S.O.6E should be S.O.GE. On GT 5 - The ship titled SOMO should be SONO Map: *&LOL*8 should be *&COL*8 in Movement Area C16. The Movement Area off of France is labeled as CS, it should be C5 Area C86 contains E and H ports. The CPL Track at under box -9 shows C86-P, it should be C86-H. There are five other corrections needed on the CPL track. Under the -20 box - add C82-E Under the -18 box - add C16-S Under the -15 box - change C35-S to C35-E Also under the -15 box - add C36-E Under the -13 box - change C8-5 to C8-S Rules: Rule 2.12: add *&H-Holland colonial port*8. Also delete *&D-Dutch colonial port*8. (This is the only place D is used in the rules to designate Dutch, and it had also been completely removed from the map and CPL Track.) Rule 2.13: In first sentence, replace the words *&Area IDs are circled.*8 with *&Areas have arrows in them.*8 Remove the comma from the third sentence. Rule 2.22: Replace *&Printed on the units are gunnery strength, defense strength, and movement allowance. (Movement allowance is also the ship*,s speed for escape attempts, and, if the ship is Confederate, the number of times it must coal each Game Turn.)*8 with *&Printed on the units are gunnery strength, defense strength, movement allowance (movement allowance is also the ship*,s speed for escape attempts), and, if the ship is Confederate, the number of times it must coal each Game Turn.*8 Rule 2.25: Add *&The whaling counters are placed in the Movement Areas containing a black *&W*8 on a white background as called for in the scenario startup notes.*8 Rule 3.0, 1., C.: Add a last bullet point of *&Declares which of his ships will blockade Confederate ships that start the Game Turn in C2, C5, C7 and C8 (See rule 6.3). Confederate reinforcements that arrive during the current Game Turn cannot be blockaded in this manner.*8 Rule 3.0, 3.: Add *&The Federal Player can place ships in the CSE box if CSE availability points remain.*8 Rule 4.22: Change the fourth sentence to read: *&These map edge Movement Areas are designated by having arrows in them.*8 Rule 5.0: Clarify it by adding the following words to the end of the third sentence: *&or squadron.*8 Rule 7.21: Change the second sentence to read as follows *&(Blockaded Confederate ships are, in effect, spotted by each blockading ship or squadron and must select option one or two of rule 6.13, since they forfeit option three by leaving port.)*8 Rule 11.33: For clarification, replace the *&).*8 at the end of the rule with *&for escape attempts).*8 The left hand picture on page R1 is identified as the Florida, but it is actually the Shenandoah. Rule 4.13: Replace the second and third sentence of the rule with: *&A ship expends one Movement Point from its Movement Allowance each time it enters a Movement Area, each time it runs a Federal blockade (either of the Confederate ports or of a neutral port), each time a Confederate ship attempts to escape from a Federal ship, each time it raids a Movement Area, and to be commissioned. See rule 8.22 and 8.23 for the movement costs to repair ships, rule 11.31 for the movement costs to refit ships, and rule 4.4 for the movement costs to enter Confederate and neutral ports. Only one Movement Point is required to run a neutral port blockade and escape from all blockading ships regardless of the number of blockading ships.*8. Add the following table: Movement Point Cost Table Movement Point Cost (and Rule Reference) Action Confederate Federal Enter a Movement Area 1 (4.13) 1 (4.13) Run a Blockade 1 (4.13) N/A Escape Attempt 1 (4.13) N/A Raid 1 (4.13) N/A Commission 1 (4.13) N/A Repair 1 GT (8.22) 1 GT (8.23) Refit 1 GT (11.31) N/A Enter or Leave Port 0 (4.4) N/A Coal 0 (11.51) N/A Rule 4.3: Insert a *&)*8 in the last sentence between the words *&combat*8 and *&during*8. Rule 4.3: Replace the first sentence with *&The activity of each Confederate ship in the Confederate Activity Phase of a Game Turn must be scripted during the Confederate Activity Record Phase of the Game Turn. The following activity must be recorded for each Confederate ship that is to engage in it: movement, raiding, running of blockades that exist at the beginning of the Confederate Activity Phase, entering ports, leaving ports, commissioning, repair, and refit. Coaling does not need to be recorded, it is assumed to be occurring automatically. Escape attempts cannot be recorded during the Confederate Activity Record Phase because they cannot be predicted, they may be recorded as they occur.*8 Rule 4.31: Replace the rule with the following: *&During the Confederate Activity Record Phase of a Game Turn, the Confederate Player writes down on the Confederate Activity Record the activity, in order, that each of his ships are to engage in during that Game Turn*,s Confederate Activity Phase. The following nomenclature is recommended: Activity Symbol on Confederate Activity Record Movement into a Movement Area The I.D. of the Movement Area to be entered Raid R Run a blockade RB Commission Comm Repair Rep Refit Ref Enter Port (may have to run blockade first) In Port Leave Port (may have to run blockade first) Movement Area ID of port Coal Don*,t have to record Escape attempt Can*,t record, must do it as required Rule 4.4: In the first sentence, replace *&repaired, escape*8 with *&repaired, refit, commission, escape*8. Rule 4.4: In the first sentence, replace *&coal.*8 with *&coal (it is not necessary to actually enter neutral ports to coal).*8 Rule 4.41: Delete the last sentence and add rule 4.43 (see below). Rule 4.43: Add this rule with the following description: *&Confederate ships use neutral ports for repair, refit, commissioning, and coaling per the current Confederate Prestige Level - see rule 9.3. (See rule 4.4 for the movement cost and the need to actually enter a neutral or Confederate port to use it for a given game action and rule 4.3 for the recording requirements to use neutral or Confederate ports).*8 Rule 6.13, 2.: Add to the end of the second sentence *&except raid in the current Movement Area - see rule 4.34)*8 Rule 6.23: Add to the end of the sentence *&except raid in the current Movement Area - see rule 4.34)*8 Rule 6.3: In the first sentence, insert *&(or one of its ports)*8 between *&C8*8 and *&is*8. Rule 7.21: Replace the first sentence of this rule with *&Confederate ships can leave a neutral port they are blockaded in only by running the blockade. To run the blockade, the Confederate ship must escape from (see rule 6.2) or sink each blockading Federal ship.*8. Rule 8.21: Insert a *&)*8 between *&attempts*8 and *&is*8. Rule 8.22: In the first sentence, replace *&(see rule 4.41)*8 with *&(see rules 4.41 and 9.3)*8. Rule 8.23: In the last sentence, replace *&ship.*8 with *&ship and does not cost an availability point.*8 Rule 9.31: In the first sentence, replace the first word *&Coal*8 with *&Colonial coal*8. Rule 11.31: In the first sentence, replace *&(See rule 9.36 for restrictions on refits in England and France)*8 with *&(See rule 9.34, 9.35, 9.36, and 4.41 for restrictions on refits and port availability.)*8. Rule 11.31: In the first sentence, replace *&complete activity phase*8 with *&Game Turn*8. Rule 11.51: Replace the first sentence with *&To coal, a Confederate ship has to enter a Confederate port or enter a Movement Area containing a neutral port (see rules 4.41 and 9.3 for port availability, rule 4.3 for recording requirements to use ports, and rule 4.4 for movement point costs to use ports)*8. This change is in addition to the change to the rule several pages further on. Rules 11.51: Also add to the end of the rule *&Coaling does not cost any movement points.*8 Rule 13.43: Add a second line *&without refit (both ships are commissioned).*8 to the end of the Confederate Initial Deployment. Rule 13.53: In the first sentence of the Confederate Initial Deployment, replace *&(Fla*,s Aux) already used and sunk (The Fla. has been commissioned.)*8 with *&(Fla*,s Aux already used and sunk) (The Fla. has been commissioned.)*8. SECTION 3: QUESTIONS AND ANSWERS: Rule 4.34 says a raider must abort its planned raid if it attempts to escape. So I assume this means it aborts the raid and loses that movement point, plus uses a second movement point for the escape attempt (rule 4.32). Is this correct? Or can the movement point from the aborted raid be used to pay for the Escape Attempt? Answer: This can happen if a ship had to escape from a large number of spotting ships. It would not happen from having to run blockades because the one MP cost to run a blockade and escape from all blockading ships would be identified by the Confederate Player prior to the start of the Confederate Activity Record Phase, so the Confederate Player could plot that MP expenditure. If a Confederate ship was scheduled to raid in a Movement Area and had to abort the raid, the MP for the raid would be used to pay for the escape attempt. However, if a Confederate ship was not plotted to conduct raids, it would potentially not have enough MPs to complete its plotted activity. If this caused a Confederate ship to miss a refit within its refit period, the ship would be sunk or interned. The Confederate Player will just have to bank unused Movement Points by limiting plotted activity for a ship during the Game Turn it had to go in to refit in order to guarantee reaching a refit port. This is in line with what happened historically. It was lack of speed that caused the Confederate ships to refit--eventually the raiders became so slow they could only catch slow merchant ships. In that condition they could only engage in limited raiding activity. Corrections to fix this issue: Rule 6.2: Add the following sentence to the end of this rule: *&It costs one Movement Point to escape from an enemy ship. If a raid was aborted due to having to escape (see rule 4.34), the Movement Point to be used for the aborted raid would instead be used for the escape attempt.*8 Rule 4.34: Add the following sentence to the end of the rule: *&The Movement Point to be expended for the raid that was aborted by the escape attempt would instead be expended for the escape attempt.*8. Rule 4.32: Add the following sentence after the first sentence of the rule: *&This would occur if a Confederate ship had to escape from spotting Federal ships in Movement Area(s) that a raid was not recorded for.*8 Rules 4.3 and 4.4: Is "entering" an unblockaded port for refit or commissioning considered "movement" that needs to be plotted? To be specific, a Raider had plotted to put in at England for refit, but only made it to France because of Escape Attempts. Can the ship put in at France for refit, or is it considered sunk?. Answer: The Confederate Player does have to record the entry of a Confederate port to use it for any purpose (refit, repair, commissioning and coal), and would have to record the entry of a neutral port to use it for refit or repair. A Confederate ship does not have to enter a neutral port to be commissioned or to coal (and so does not record entry to that port), it just has to be in a Movement Area that contains a port it could coal from. Corrections to fix this issue: Rule 4.3: Insert the following between the first and second sentence: *&In addition, the Confederate Player must record the use of ports during the Confederate Activity Recording Phase of a Game Turn in the following manner. Entry into Confederate ports must be recorded to use them for repair, refit, commissioning or to coal; entry into neutral ports must be recorded to use them for refit or repair; however, entry into neutral ports does not have to be recorded to use them for coaling or commissioning, a neutral port simply has to be present in the Movement Area currently occupied to be used for coaling or commissioning. (See rule 4.4 for the movement cost and the need to actually enter a neutral or Confederate port to use it for a given game action).*8 Rule 4.4: Insert the following after the first sentence: *&A Confederate port must actually be entered (and the blockade run) by a Confederate ship to use it for repair, refit, commissioning or coaling; a neutral port must actually be entered by a Confederate ship to use it to repair or refit the ship, but a Confederate ship does not have to actually enter a neutral port to use for coal or commissioning, it simply has to occupy a Movement Area containing a neutral port to use it for commissioning or coaling. However, see rule 4.43 for additional restrictions on the use of neutral ports, and see rule 4.3 for the recording requirements to use neutral or Confederate ports.*8 Rule 4.41: Add the following to the end of the rule: (See rule 4.4 for the movement cost and the need to actually enter a neutral or Confederate port to use it for a given game action and rule 4.3 for the recording requirements to use neutral or Confederate ports). Rule 11.51: Remove the following sentence from the rule *&A port can be used to satisfy the coaling requirement without entering and exiting the port for purposes of Federal searches.*8 This change is in addition to the change to the rule several pages back. Rule 5: Just want to be sure. This rule prohibits Confederate GB, SGB and Aux. ships from raiding in Deep Water Movement Areas. Can they move through these areas? Answer: Yes, Confederate GB, SGB and Aux. ships can move into Deep Water Movement Areas - they just can*,t conduct raids in Deep Water Movement Areas. To fix this add the following rule: *&Rule 5.45 These raid restrictions (rules 5.41 to 5.44) apply to raiding only, the movement of Confederate ships are not restricted in any way by these raid restriction rules.*8 Rule 5. and 10.5: Uncommissioned Confederate ships apparently can raid. Is this right? Then, there is no reason to commission the Shenandoah, since no-one can catch her. And since it is so risky to enter any port for commissioning, it is better just to raid and not bother commissioning them until they need a refit. This seems ahistorical. Answer: No, uncommissioned Confederate ships cannot raid. Corrections to fix this issue: Rule 5.0: Change the first sentence of this rule by replacing *&Confederate ships*8 with *&Commissioned Confederate ships*8. Add the following rule: *&5.46 Uncommissioned Confederate ships cannot conduct raids.*8 Rule 10.51: Replace the the third sentence with the following: *&An uncommissioned ship has no gunnery strength, cannot fire during combat and cannot raid.*8 Rule 10.51: While we are at it, in the fourth sentence, replace *&or in a coaling port.*8 with *&or in a Movement Area containing a neutral port available for use by the Confederate Player (see rule 9.3).*8 and in the fifth sentence, replace *&in a coaling port*8 with *&in a Movement Area containing a neutral port*8. Rule 7.21 appears to make it impossible for the Confederate to win the game. All the Federal player has to do is choose his fastest ships (speeds 11 and 12) and use them to blockade the Raiders that start in England and France. The Raiders have no gunnery strength until commissioned, they are automatically spotted by any blockading ship and they can't escape from a ship that has a speed of 3 greater than its speed, so they will automatically be sunk if they sail. The Federal ships with speed 11 and 12 are the real Greyhounds of scenario 13.3. In my playings of the game, the Raiders couldn't get out of England in Scenario 13.3 or the Campaign Game without taking heavy losses. It seems to me that Federal ships should always have to search. This would seem to be more historical, since ships were often run out in the pitch dark right under their noses. I would suggest changing rules 7.21 and 11.61 to a 50/50 chance of the Federal ships finding the Raider/Stonewall. This may restore playbalance. The matter of ships seized by the governments of these nations should be handled by the CPL, not by the blockade and search rules. Answer: No, reinforcements are not present on the map at the beginning of the Game Turn, so rule 6.3, Federal Searches in Europe, does not apply to them. Corrections to fix this issue: Rule 6.1: In the first sentence, replace *&When a Confederate ship enters a Movement Area occupied by one or more Federal ships,*8 with *&When a Confederate ship enters a Movement Area occupied by one or more Federal ships during the Confederate Activity Phase,*8. Also add the following to the end of the rule *&(Confederate reinforcements received in Europe in the current Game Turn cannot be searched for by the Federal Player in the Movement Area they are placed in, as they start the Confederate Activity Phase in the Movement Area of placement; they are not subject to normal Federal searches until they expend a movement point to enter a new Movement Area during the Confederate Activity Phase of the Game Turn of placement).*8 Rule 6.3: Add the following to the end of the rule: *&Confederate ships received as reinforcements in Europe are not subject to Searches in Europe during the Game Turn they are placed; as they are placed after the start of the Game Turn, and thus are not present in the Movement Area at the start of the Game Turn. However, they are subject to Searches in Europe in Game Turns after the Game Turn they are received.*8 Rule 7.2: In the second sentence, replace *&or by Federal ships moving into Movement Areas C2, C5, C7 or C8 while Confederate ships are in any of these Movement Areas (See rule 6.3).*8with *&or by Federal Searches in Europe (see rule 6.3).*8 Rule 10.5: After the second sentence add: *&Confederate ships received in Europe are placed at sea in the Movement Area, those received in C14 or C15 are placed in a port of the Movement Area.*8 Rule 9.32: Just want to be sure. Does the Federal Player get any Victory Points for ships that never enter the game due to the CPL. Answer: No VPs are received by the Federal Player for ships not received by the Confederate Player due to CPL effects. To Clarify this add the following rule: *&Rule 12.15 No Victory Points are awarded to the Federal Player for ships not received by the Confederate Player due to CPL effects (see rules 9.32 and 9.33).*8 Also change existing rule 12.15 to 12.16. Rule 10.31: Just want to be sure. Do you count ships sitting in port for a turn to be refitted as "ships on the map" for purposes of Federal Warship Deployment? Answer: Yes ships in port or in movement areas count towards Federal Warship Deployment. To Clarify make the following change: Rule 10.31, 1.: Replace *&Totals the number Confederate ships currently on the map*8 with *&Totals the number of Confederate ships currently in any Movement Area or port (for any reason, including repair or refit) on the map*8. Rule 10.5: If the Alabama and Florida haven't gotten out of England by the turn that the Ala Aux. and Fla. Aux. start, do you place the Auxiliaries in England, or not get them? Answer: This should not happen with the rules revisions we are making - the Confederate reinforcements will not get bottled up in Europe, so they will be at sea when their auxiliary raiders arrive as reinforcements (unless the parent ship is sunk before its auxiliary arrives). Rule 10.51: Can a ship be commissioned in England or France as a coaling port? Answer: Yes they can be commissioned using France or England as coaling ports. To correct this: Rule 9.34: Replace *&repaired or refit*8 with *&repaired, commissioned, or refit*8 Rule 9.35: Replace *&repaired or refit*8 with *&repaired, commissioned, or refit*8 Rule 9.0: In the second sentence, insert *&refit ships (again only England and France), commission ships*8 between *&France),*8 and *&and coal.*8 Rule 10.52: Does the Rappahannock make its repairs at sea, or must it put into the port of England or France to be repaired (if they are still available, thus causing the Confederate Prestige Level to drop by one for that country)? Answer: The Rappahannock has to go to France to be repaired. It was about to be seized by the English Government, so it had to flee England. It left too soon - it was not seaworthy, but the alternative was losing the ship entirely. To clarify this: Rule 10.52: Replace the second sentence with the following *&It must expend one MP to move to a port in France (it cannot be searched for by the Federal Player) and spends the rest of Game Turn 9 undergoing repair in France. This repair does cause the CPL in France to drop by one. (The ship was about to be seized by the English Government and had to flee the country; it was not seaworthy at the time, but the alternative was to lose the ship to the English Government).*8 Rule 11.1: Why is it called the "California" Steamer Escort Box, if the merchant ships are sailing up and down the east coast, not the California coast? Answer: That is what the people of the era called it. It was how people and cargo traveled between New York and California easily. A steamer cruised from NY to the east coast of Panama and back. There was a rail line across Panama, and a second ship cruising between the west coast of Panama and California. This route was used to transport gold from the gold fields of California to New York, that is why it was heavily escorted by the U.S. Navy - hence the CSE Box. No need to put this into the rules. Rule 11.52: If a Raider doesn't enter a sufficient number of coal ports this turn, does this merely prevent raids from being carried out next turn until it refits, or does it invalidate raids that were carried out this turn before it was discovered that the ship didn't make it to enough coal ports? Answer: This never happened in the war, so there is no historical data to guide a decision. But to discourage a Confederate Player from even trying to sneak this past a Federal Player, I think lack of coaling should invalidate all raid results achieved in the Game Turn retroactively. To correct this: Rule 11.52: At the end of the first sentence, replace: *&refit.*8 with *&refit, the Confederate Player also loses (and the Federal Player regains) any raid results achieved by the ship during the current Game Turn prior to the discovery of its failure to meet coaling requirements.*8 Rule 11.53: *&Georgia*8 can coal once from a captured merchant ship. Does it still need to coal from one port that turn, or does the merchant ship count for both coalings that turn? Answer: The merchant coaling is in addition to the two regular coalings during the Game Turn. To clarify this: Rule 11.53: Replace the first sentence of the rule with *&In addition to its two regular coalings during a Game Turn; at the Confederate Player*,s option, the Georgia can coal once per game from a captured merchant ship.*8 Rule 11.61: Automatic spotting of the Stonewall by Federal ships that enter its movement area means that it is impossible for it to make it to America. As uncommissioned, it has no gunnery strength. There are no ports available where it can be commissioned. And even if it could get commissioned, it does not get any points for sinking any Union ships. And there aren't even any Confederate ports open at the end of the game for it to enter. It might as well stay in France. Answer: I found something for the Stonewall to do that was a legitimate objective. It can try to break the US blockade of a minor Confederate port to open it to commerce or it can steam into a US east coast port and run amuck. To get this into the game: Leave 11.6 in the rules entirely. Rule 11.61: Replace the second sentence with the following: *&The Stonewall is automatically spotted by any Federal ships or squadrons that end the Federal Movement Phase in the same Movement Area as the Stonewall (this is the only way to spot the Stonewall) and combat is resolved at the start of the Confederate Activity Phase, before any other activity.*8 Rule 12.12: Replace the rule with the following: *&The Confederate Player receives 25 Victory Points if the Stonewall remains afloat in Movement Area C9, or C14, or C15 at the end of the game. (Remember, not meeting coal requirements only keeps a ship from raiding, and the Stonewall can*,t raid anyway; so just commission it in C5 (you have one coaling port Movement Area commissioning available in 1865 and only the Stonewall to use it on, so use it) and raise the blockade of a small port still in Confederate hands or run amuck off the US east coast. Also remember that the Stonewall moves before Federal ships move each Game Turn and can only be spotted at the end of the Federal Movement Phase, so the Stonewall moves without concern for the presence of Federal ships.)*8 Rule 13.2: Peng, Powh and K.Stat do not consume availability on GT1 in the first short scenario (13.2), though they do in the Campaign Game (13.1). Is this right? Answer: Those three ships should each have one availability point expended at the start of Scenario 13.2. To correct this: Rule 13.23: After Availability Consumed, replace *&None*8 with *&1 GT: Peng, Powh, K. Stat*8 While we are at it, for consistency: Rule 13.13: After Availability Consumed, replace *&Peng, Powh, K. Stat-1GT consumed*8 with *&1 GT: Peng, Powh, K. Stat*8 Rule 12: The Confederate Player doesn't receive any Victory Points for sinking any Federal Warships. Is this right? According to 1.0, weakening the blockade was the CSA's goal, so sinking a Federal Warship would seem to be worthy of VPs for the CSA Player. Answer: Right, no VPs are awarded to the Confederate Player for sinking Federal ships. It was not their mission. Their mission was to raid commerce, engaging Federal warships would jeopardize that mission. In fact, Semmes was soundly criticized for his decision to risk the Alabama against the Kearsarge. Only one Federal warship was sunk by a Confederate raider - the CSS Alabama sank the USS Hatteras off Galveston. The Hatteras was part of the blockade squadron and at one point this was simulated in the game; but it added too much complexity, so I dropped it. To clarify this: Rule 12.11: Add the following to the end of the rule: *&(The Confederate Player receives no VPs for sinking Federal ships - the mission of these ships was to destroy commerce, not to sink warships. Contact with enemy warships was actually a threat to their mission and Semmes was severely criticized for risking and losing the Alabama against the Kearsarge.)*8 What are the complete names of the Federal ships in the Pacific and Stonewall Pursuit fleets? The complete names of the ships in the Pacific Fleet and Stonewall Pursuit Fleet are as follows: Pacific Fleet: WYOM - Wyoming SARA - Saranac LANC - Lancaster NARRA - Narragansett SAGI - Saginaw SUWA - Suwanee WATE - Wateree Stonewall Pursuit Fleet: MONA - Monadnock CANO - Canonicus SUSA - Susquehanna FAHK - Fahkee MONT - Monticello CIRC - Circassian CHIP - Chippewa THE END